Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: View Line numbers in Trigedit
View Line numbers in Trigedit
Aug 24 2008, 11:07 pm
By: Trevo4311  

Aug 24 2008, 11:07 pm Trevo4311 Post #1



Ok when i get an error it gives a number line like "Error on line 151:" and since it tells you what line its on i was wondering if there is a way to have the line numbers show up like on the side or something.



None.

Aug 24 2008, 11:09 pm Falkoner Post #2



When you type on a line, it shows which line is currently being typed on at the bottom left.



None.

Aug 24 2008, 11:18 pm Trevo4311 Post #3



Ok thanks... But im getting an error on a line that doesn't exist.

The error says:

Error on Line 543: Started
Error on Line 543: Done

The lowest line is 542 and there are no errors on that line. All that line is, is the trigger divider thing: //-----------------------------------------------------------------//



None.

Aug 24 2008, 11:51 pm Brontobyte Post #4



When I get an error in the Text editor in Scmdraft 2, I just copy and paste all of the text into Notepad ++ and find the line that the error is on and change it.



None.

Aug 25 2008, 12:09 am Morphling Post #5



Thats trigedit's way of saying it was saved.



None.

Aug 25 2008, 12:24 am Falkoner Post #6



When the error is on the last line, it means it compiled properly, and you can now close it.



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[2026-7-18. : 2:27 am]
Symmetry -- https://staredit.net/topic/18903/ THE REVIEWS ARE HERE! "ok these are pretty good memes" - ssj9Kevin
[2026-7-17. : 2:58 pm]
Ultraviolet -- Symmetry
Symmetry shouted: Man I wish we had this tech back in the day when people played ums lmao
fr fr
[2026-7-17. : 2:39 am]
Symmetry -- Man I wish we had this tech back in the day when people played ums lmao
[2026-7-16. : 6:28 am]
NudeRaider -- EUD actions, specifically. The conditions remained. Today we can even have actions again, but they're all virtualized/whitelisted (not sure on the actual technical implementation) so you can only use them for specific intended purposed, not arbitrary code injections.
[2026-7-16. : 6:26 am]
NudeRaider -- I mean yes, maps - through EUDs - were theoretically able to do that as well, but that was patched quickly.
[2026-7-16. : 6:25 am]
NudeRaider -- Symmetry
Symmetry shouted: Ohhh imagine a SC map that could delete itself
not the map, the editor
[2026-7-16. : 2:28 am]
Symmetry -- I vaguely remember Voy doing some ACE back in the day, but I had no idea EUDs could do that kind of shit. I am very much catching up on the technology
[2026-7-16. : 2:28 am]
Symmetry -- Ohhh imagine a SC map that could delete itself
[2026-7-15. : 8:51 pm]
NudeRaider -- Symmetry
Symmetry shouted: NudeRaider Is EUD editor capable of writing shit onto the player's harddrive? That seems like it would be dangerous
yeah an editor that isn't allowed to write files sounds rather pointless, so I'd assume it can. Like most other programs too btw. and yes, obviously that's dangerous, but also kinda necessary. MS introduced that virtualization for exactly that reason.
[2026-7-15. : 4:10 am]
Ultraviolet -- I don't think so. I think they shut that shit down after 1.16, maybe even earlier
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